Arcane Knowledge. Ardell has advantage against spell saving throws, and knows how to read the ancient language in the Cave of Lights
Spellcasting. Ardell Hoyt is a 3-level spellcaster. Its spellcasting ability is [Wisdom] (spell save DC 14, +6 to hit with spell attacks) Ardell Hoyt has following Cleric spells prepared:
Cantrips (at will): spare the dying
1st level (6 slots): cure wounds
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Friendly but sometimes forgetful gnomish scholar. He's been preparing fir this expedition his entire life, and he couldn't be more excited to see it finally happening.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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